In this paper we introduce a framework for instrumenting (“rigging”) characters that are modeled as dynamic elastic bodies, so that their shapes can be controlled by an animat...
Steve Capell, Matthew Burkhart, Brian Curless, Tom...
This paper presents ways of approaching the design of successful character-based interactive installations. We rationalize our arguments within the context of both Disney's &...
Building credible Non-Playing Characters (NPCs) in games requires not only to enhance the graphic animation but also the behavioral model. This paper tackles the problem of the dy...
Generating plausible deformations of a character skin within the standard production pipeline is a challenge. This paper presents a volume preservation method dedicated to skinned...
The realistic physical modelling of characters in games and virtual worlds is becoming a viable alternative to more traditional animation techniques. Physical modelling can enhanc...